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Rail Route News

Hotfix 1.7.5

UPDATE:  (cs: achievements, ui; de: ui; fr: achievements, tutorials, ui; en: research; ja-JP: tutorials; zh-Hans: all; zh-Hant: research, tutorials, ui)

PERF: Improving Main Menu (and overall UI) performance
PERF: Music intensity adjustments optimized
PERF: Station timeline display optimized
PERF: Train cars disappearing from map optimized

FIX: Editor timetable list width didn't update when maximized
FIX: Achievements got awarded in incorrect gamemodes
FIX: Added various missing translations
FIX: Bad icons after font awesome upgrade
FIX: Building animation broke signal scaling
FIX: Illustrations should not be loaded into memory if not played
FIX: Invalid configuration of routing sensor in autoblock (non-existing track in routing table) caused train being reversed
FIX: Missing translations on leaderboard
FIX: Train arrived alert showed for single frame when route was set for it

Update 7 has arrived - and it's here to make your life easier!



It's update time! (Which is, in my opinion, the best time.) The long-awaited Update 7 is finally here, bringing a multitude of quality of life improvements - and with the improvements, comes this blog post telling you all about them. Let's get into it. 👇

Summary:
Update 7 is focused exclusively on making your life easier. It includes (but is far from limited to) some of the following:

  • Brand-new train alerts, helping you to keep track of your trains.
  • The (revolutionary!) ability to build signals on track corners.
  • A whole bunch of achievements, both for our story mode and our general game modes.




Interest piqued? Heart fluttering? Good! It's time to get down to business - come with me for the full rundown of Update 7. 👇

[h2]New Unlock - Train Alerts[/h2]

Ever get sidetracked? I do all the time. Well, if you're like me, that won't prove much of a problem anymore. We've added a new Train Alert upgrade - yep, that's an upgrade that lets you know directly on the map if there's a train in need of attention.



[h2]New Unlocks - Manual Signal Visualisation (And Manual Signal Safety!)[/h2]

This is one of our favourites. We've added the ability for players to unlock an upgrade that'll visualise the route that a manual signal will create when activated. (Making it significantly easier to predict the routes your trains will be taking!)

But that's not all - we've also added an incredible Manual Signal Safety upgrade - one that prevents the allocation of a route when it detects danger. That means no more easily avoidable crashes!



[h2]Signals on Track Corners[/h2]

You can now build signals on track corners! This opens up a huge range of possibilities for dispatchers, and we hope that you love it!



[h2]Vastly Improved Load Speed[/h2]

This is one that has been requested over and over again. We've changed our game saving to hugely increase save and load speeds. Though, beware, if you save games in the latest version of the game and attempt to load them in an older version, you will not be able to.

(No GIF for this one - you'll just have to test it yourself!)

[h2]Achievements![/h2]

We've added a whole bunch of achievements for dispatchers to work towards! Whether you love our story mode or are obsessed with endless, there are achievements in there for every type of player.
We hope that you enjoy!



Well, that marks the end of our rundown. There's still more changes and updates, though - they're in the Changelog below! Take a read, and - as always - happy dispatching! 🚆

Changelog



    NEW: Arrival sensors can be built inside autoblocks
  • NEW: Added animations and effects when building items
  • NEW: Added unlockable visual train alerts
  • NEW: Added upgrade for manual signal route visualization
  • NEW: Internal support for the controllers
  • NEW: Manual signal safety upgrade
  • NEW: Story and general Achievements.
  • NEW: Ability to change the predefined stations' signs colors from Options panel
  • UPDATE: Building signals on track corners is now allowed
  • UPDATE: Improved signals sprites to highlight the orientation
    UPDATE: Removed main menu button from wave finished screen in Rush Hour
  • UPDATE: Trains will not get a delay penalty that is more than the train reward and the delay penalty will be only for last station
  • PERF: Game saving switched to a different technology providing faster save&load
  • PERF: Save list fetching sped up
  • FIX: Basic Tracks upgrade was not unlock able after skipping the story
  • FIX: Path decoration effect speed was dependend on fps
  • FIX: Time resumed after opening and closing menu while in rush hour summary screen


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https://store.steampowered.com/app/1124180/Rail_Route
https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic

🗺️ Workshop Highlights - July



It's been just over a year since Rail Route released into Early Access here on steam... and also nearly a year since this curated list started up! Not since we've started doing these highlights, of course, but it's still pretty mind-blowing to see how far the game's come in just a year's time.

With all this time behind us, why don't we take a peek back in memory lane and see some of the oldest levels in the curated list?

[h2]Bridgeport[/h2]


This is the second oldest map in the list, being released all the way back in December 2020! The other, Central, has a version of it - titled "Iron falls" - in-game. Though that map does have more history to it, being in the first version of the game EVER, its inclusion in-game means it's already got its fair share of recognition.

Bridgeport is the second original map created by, well, the person writing this article. Arguably one of the most influential community members of all time, but I won't compliment myself to the point of narcissism. The reason this point is important here is because of the map's release date - December 2020. This was a period where two maps being published in a month was a miracle, and the game had only eight maps, seven of which have since been scrapped.

In the midst of all of this, one creator found their creative spark and honed it in HARD, not just figuring how to make good maps, but specifically why those maps were "good" in comparison to others. It wasn't a process that happened overnight - Rome wasn't built in a day - but this was one of the first maps that really pushed forwards the quality of levels created for this game, both officially and unofficially.

...Yes, not quite the first. Sue me! Two of the prior maps are already in-game and the third is similar to one of the other two, and this just seems more interesting.

[h2]Dunstable[/h2]


When the game's steam release was approaching, we hosted a couple of external contests - One for playing levels, and one for making them. The first was a giveaway where two lucky winners got the game for free after proving their serious interest (by beating 10/10 official levels at the time), and the second was a mapmaking contest where the winners would get their maps into the game.

Dunstable actually got first place in that mapmaking contest... but it didn't get into the game. There were several metrics which these levels were judged on, and while Dunstable got the popular vote, it had plenty of flaws that limited its inclusion in-game. There was one massive thing that held it back: Its size.

For what it is, there's not much going on, yet you need to zoom in pretty far due to the map's sprawling track layout. Unfortunately, the distances between stations aren't right for autoblocks to fit in in most places, and redesigning the level to fit on one screen would have hindered the creator's original vision. Part of this contest was involving the community directly in the game in an engaging way, and by altering the level too much, we would have ruined the creator's original vision, disconnecting their involvement with the level's creation.

Don't get me wrong - the level won the popular vote, rightfully so, as it is a fun map - it just wasn't quite up to the in-game standards visually, and restoring it to that standard would have ruined the creator's connection to the map.
In the end, though, you're still capable of playing it here on the workshop, uploaded by its original creator!

[h2]DHR Mini[/h2]


Honestly, I'm surprised we haven't seen more maps that utilize switchbacks. Like, seriously, it's a really clever way to create conflict for a map. Kinda a shame creators haven't tried the idea out more.

This map was made by a creator who used to be prominent in the community when the game first came out. Their creations were often a bit experimental - for example, the switchbacks on this map mixed with the ridiculously slow train speeds - but often entertaining regardless. A small selection of their maps are available here on the workshop, though most of their legacy is kinda lost to the old level sharing methods.

DHR mini is a great representation of their creativity, with an entirely single-track route littered with switchbacks and weird loops, representing the Darjeeling Himalayan Railway as it climbs back and forth up the mountainsides. The limited speeds, single-cab trains, and short station platforms really help sell the region.



We've also added some new levels - yes, new, not things around a year old - to the curated list:
  • Smorac
  • Century Avenue
  • Blairfort & Millings
  • San Corbo
  • NEC New York Penn - AM Rush


And last month's weekly contest seeds + maps were:

JUNE 2022
May 30th-June 6th - Karabo - axonaa
6th-13th - Den Haag - amstdm
13th-20th - Oven Hightide - freght
20th-27th - Gare du Nord - ttolai
June 27th-July 4th - Steel Bridge - lgtral


That's all for this month. Enjoy the antiques!

- SteR

Follow us:


https://store.steampowered.com/app/1124180/Rail_Route/
https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/

Hotfix 1.6.14

NEW: Fade in & fade out also for entering the Editor

UPDATE: Localizations (cs: research, ui; en: research, tutorials, ui; fr: research, tutorials, ui)

FIX: 'Main Menu' button was not working in the Editor and on the Loading Error screen
FIX: Full game teaser was displayed in full game
FIX: In System Upgrades, time was unpaused after unlocking an upgrade & closing the hint panel.
FIX: InterCity and Urban trains were not auto-dispatched from the Coach Yard according to the configured advance time but always 1 minute ahead
FIX: Starting certain maps from Editor caused loading error & infinite loading.

Hotfix 1.6.13

UPDATE: Modified Rush Hour editor checklist item and added manual check

FIX: Building a platform or an autoblock in a specific gridcell on the map was breaking that platform
FIX: Debug panel set music override on open and close
FIX: Inconsistent station colors when loading from another level
FIX: Multiple memory leaks when images where displayed
FIX: Not used station sign had a white background color with a white text on station destination sign which was hard to see it
FIX: Sensor tutorials failed showing white screen instead of UI highlight
FIX: Story could get stuck when buying platforms before building shortcut track
FIX: Timetable panel header in editor was set incorrectly on first load
UPDATE: Localizations (es: achievements, tutorials; en: research, tutorials, ui; ja-JP: research, tutorials, ui; cs: tutorials, ui)